bsnes/higan/sfc/ppu/mmio.cpp

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auto PPU::read(uint24 addr, uint8 data) -> uint8 {
cpu.synchronizePPU();
switch(addr & 0xffff) {
case 0x2104: case 0x2105: case 0x2106: case 0x2108:
case 0x2109: case 0x210a: case 0x2114: case 0x2115:
case 0x2116: case 0x2118: case 0x2119: case 0x211a:
case 0x2124: case 0x2125: case 0x2126: case 0x2128:
case 0x2129: case 0x212a: {
return regs.ppu1_mdr;
}
//MPYL
case 0x2134: {
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint result = ((int16)regs.m7a * (int8)(regs.m7b >> 8));
regs.ppu1_mdr = (result >> 0);
return regs.ppu1_mdr;
}
//MPYM
case 0x2135: {
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint result = ((int16)regs.m7a * (int8)(regs.m7b >> 8));
regs.ppu1_mdr = (result >> 8);
return regs.ppu1_mdr;
}
//MPYH
case 0x2136: {
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
uint result = ((int16)regs.m7a * (int8)(regs.m7b >> 8));
regs.ppu1_mdr = (result >> 16);
return regs.ppu1_mdr;
}
//SLHV
case 0x2137: {
if(cpu.pio() & 0x80) latchCounters();
Update to v098r11 release. byuu says: Changelog: - fixed nall/path.hpp compilation issue - fixed ruby/audio/xaudio header declaration compilation issue (again) - cleaned up xaudio2.hpp file to match my coding syntax (12.5% of the file was whitespace overkill) - added null terminator entry to nall/windows/utf8.hpp argc[] array - nall/windows/guid.hpp uses the Windows API for generating the GUID - this should stop all the bug reports where two nall users were generating GUIDs at the exact same second - fixed hiro/cocoa compilation issue with uint# types - fixed major higan/sfc Super Game Boy audio latency issue - fixed higan/sfc CPU core bug with pei, [dp], [dp]+y instructions - major cleanups to higan/processor/r65816 core - merged emulation/native-mode opcodes - use camel-case naming on memory.hpp functions - simplify address masking code for memory.hpp functions - simplify a few opcodes themselves (avoid redundant copies, etc) - rename regs.* to r.* to match modern convention of other CPU cores - removed device.order<> concept from Emulator::Interface - cores will now do the translation to make the job of the UI easier - fixed plurality naming of arrays in Emulator::Interface - example: emulator.ports[p].devices[d].inputs[i] - example: vector<Medium> media - probably more surprises Major show-stoppers to the next official release: - we need to work on GB core improvements: LY=153/0 case, multiple STAT IRQs case, GBC audio output regs, etc. - we need to re-add software cursors for light guns (Super Scope, Justifier) - after the above, we need to fix the turbo button for the Super Scope I really have no idea how I want to implement the light guns. Ideally, we'd want it in higan/video, so we can support the NES Zapper with the same code. But this isn't going to be easy, because only the SNES knows when its output is interlaced, and its resolutions can vary as {256,512}x{224,240,448,480} which requires pixel doubling that was hard-coded to the SNES-specific behavior, but isn't appropriate to be exposed in higan/video.
2016-05-25 11:13:02 +00:00
return cpu.r.mdr;
}
//OAMDATAREAD
case 0x2138: {
uint10 addr = regs.oam_addr++;
if(!regs.display_disable && vcounter() < vdisp()) addr = regs.oam_iaddr;
if(addr & 0x0200) addr &= 0x021f;
regs.ppu1_mdr = oamRead(addr);
sprite.set_first_sprite();
return regs.ppu1_mdr;
}
//VMDATALREAD
case 0x2139: {
uint16 addr = getVramAddress() + 0;
regs.ppu1_mdr = regs.vram_readbuffer >> 0;
if(regs.vram_incmode == 0) {
addr &= ~1;
regs.vram_readbuffer = vramRead(addr + 0) << 0;
regs.vram_readbuffer |= vramRead(addr + 1) << 8;
regs.vram_addr += regs.vram_incsize;
}
return regs.ppu1_mdr;
}
//VMDATAHREAD
case 0x213a: {
uint16 addr = getVramAddress() + 1;
regs.ppu1_mdr = regs.vram_readbuffer >> 8;
if(regs.vram_incmode == 1) {
addr &= ~1;
regs.vram_readbuffer = vramRead(addr + 0) << 0;
regs.vram_readbuffer |= vramRead(addr + 1) << 8;
regs.vram_addr += regs.vram_incsize;
}
return regs.ppu1_mdr;
}
//CGDATAREAD
case 0x213b: {
bool latch = regs.cgram_addr & 1;
uint9 addr = regs.cgram_addr++;
if(!regs.display_disable
&& vcounter() > 0 && vcounter() < vdisp()
&& hcounter() >= 88 && hcounter() < 1096
) addr = regs.cgram_iaddr;
if(latch == 0) {
regs.ppu2_mdr = cgramRead(addr);
} else {
regs.ppu2_mdr &= 0x80;
regs.ppu2_mdr |= cgramRead(addr);
}
return regs.ppu2_mdr;
}
//OPHCT
case 0x213c: {
if(regs.latch_hcounter == 0) {
regs.ppu2_mdr = (regs.hcounter >> 0);
} else {
regs.ppu2_mdr &= 0xfe;
regs.ppu2_mdr |= (regs.hcounter >> 8) & 1;
}
regs.latch_hcounter ^= 1;
return regs.ppu2_mdr;
}
//OPVCT
case 0x213d: {
if(regs.latch_vcounter == 0) {
regs.ppu2_mdr = (regs.vcounter >> 0);
} else {
regs.ppu2_mdr &= 0xfe;
regs.ppu2_mdr |= (regs.vcounter >> 8) & 1;
}
regs.latch_vcounter ^= 1;
return regs.ppu2_mdr;
}
//STAT77
case 0x213e: {
regs.ppu1_mdr &= 0x10;
regs.ppu1_mdr |= sprite.regs.time_over << 7;
regs.ppu1_mdr |= sprite.regs.range_over << 6;
regs.ppu1_mdr |= ppu1_version & 0x0f;
return regs.ppu1_mdr;
}
//STAT78
case 0x213f: {
regs.latch_hcounter = 0;
regs.latch_vcounter = 0;
regs.ppu2_mdr &= 0x20;
regs.ppu2_mdr |= field() << 7;
if((cpu.pio() & 0x80) == 0) {
regs.ppu2_mdr |= 0x40;
} else if(regs.counters_latched) {
regs.ppu2_mdr |= 0x40;
regs.counters_latched = false;
}
regs.ppu2_mdr |= (system.region() == System::Region::NTSC ? 0 : 1) << 4;
regs.ppu2_mdr |= ppu2_version & 0x0f;
return regs.ppu2_mdr;
}
}
return data;
}
auto PPU::write(uint24 addr, uint8 data) -> void {
cpu.synchronizePPU();
switch(addr & 0xffff) {
//INIDISP
case 0x2100: {
if(regs.display_disable && vcounter() == vdisp()) sprite.address_reset();
regs.display_disable = data & 0x80;
regs.display_brightness = data & 0x0f;
return;
}
//OBSEL
case 0x2101: {
sprite.regs.base_size = (data >> 5) & 7;
sprite.regs.nameselect = (data >> 3) & 3;
sprite.regs.tiledata_addr = (data & 3) << 14;
return;
}
//OAMADDL
case 0x2102: {
regs.oam_baseaddr = (regs.oam_baseaddr & 0x0200) | (data << 1);
sprite.address_reset();
return;
}
//OAMADDH
case 0x2103: {
regs.oam_priority = data & 0x80;
regs.oam_baseaddr = ((data & 0x01) << 9) | (regs.oam_baseaddr & 0x01fe);
sprite.address_reset();
return;
}
//OAMDATA
case 0x2104: {
bool latch = regs.oam_addr & 1;
uint10 addr = regs.oam_addr++;
if(!regs.display_disable && vcounter() < vdisp()) addr = regs.oam_iaddr;
if(addr & 0x0200) addr &= 0x021f;
if(latch == 0) regs.oam_latchdata = data;
if(addr & 0x0200) {
oamWrite(addr, data);
} else if(latch == 1) {
oamWrite((addr & ~1) + 0, regs.oam_latchdata);
oamWrite((addr & ~1) + 1, data);
}
sprite.set_first_sprite();
return;
}
//BGMODE
case 0x2105: {
bg4.regs.tile_size = (data & 0x80);
bg3.regs.tile_size = (data & 0x40);
bg2.regs.tile_size = (data & 0x20);
bg1.regs.tile_size = (data & 0x10);
regs.bg3_priority = (data & 0x08);
regs.bgmode = (data & 0x07);
updateVideoMode();
return;
}
//MOSAIC
case 0x2106: {
unsigned mosaic_size = (data >> 4) & 15;
bg4.regs.mosaic = (data & 0x08 ? mosaic_size : 0);
bg3.regs.mosaic = (data & 0x04 ? mosaic_size : 0);
bg2.regs.mosaic = (data & 0x02 ? mosaic_size : 0);
bg1.regs.mosaic = (data & 0x01 ? mosaic_size : 0);
return;
}
//BG1SC
case 0x2107: {
bg1.regs.screen_addr = (data & 0x7c) << 9;
bg1.regs.screen_size = data & 3;
return;
}
//BG2SC
case 0x2108: {
bg2.regs.screen_addr = (data & 0x7c) << 9;
bg2.regs.screen_size = data & 3;
return;
}
//BG3SC
case 0x2109: {
bg3.regs.screen_addr = (data & 0x7c) << 9;
bg3.regs.screen_size = data & 3;
return;
}
//BG4SC
case 0x210a: {
bg4.regs.screen_addr = (data & 0x7c) << 9;
bg4.regs.screen_size = data & 3;
return;
}
//BG12NBA
case 0x210b: {
bg1.regs.tiledata_addr = (data & 0x07) << 13;
bg2.regs.tiledata_addr = (data & 0x70) << 9;
return;
}
//BG34NBA
case 0x210c: {
bg3.regs.tiledata_addr = (data & 0x07) << 13;
bg4.regs.tiledata_addr = (data & 0x70) << 9;
return;
}
//BG1HOFS
case 0x210d: {
regs.mode7_hoffset = (data << 8) | regs.mode7_latchdata;
regs.mode7_latchdata = data;
bg1.regs.hoffset = (data << 8) | (regs.bgofs_latchdata & ~7) | ((bg1.regs.hoffset >> 8) & 7);
regs.bgofs_latchdata = data;
return;
}
//BG1VOFS
case 0x210e: {
regs.mode7_voffset = (data << 8) | regs.mode7_latchdata;
regs.mode7_latchdata = data;
bg1.regs.voffset = (data << 8) | regs.bgofs_latchdata;
regs.bgofs_latchdata = data;
return;
}
//BG2HOFS
case 0x210f: {
bg2.regs.hoffset = (data << 8) | (regs.bgofs_latchdata & ~7) | ((bg2.regs.hoffset >> 8) & 7);
regs.bgofs_latchdata = data;
return;
}
//BG2VOFS
case 0x2110: {
bg2.regs.voffset = (data << 8) | regs.bgofs_latchdata;
regs.bgofs_latchdata = data;
return;
}
//BG3HOFS
case 0x2111: {
bg3.regs.hoffset = (data << 8) | (regs.bgofs_latchdata & ~7) | ((bg3.regs.hoffset >> 8) & 7);
regs.bgofs_latchdata = data;
return;
}
//BG3VOFS
case 0x2112: {
bg3.regs.voffset = (data << 8) | regs.bgofs_latchdata;
regs.bgofs_latchdata = data;
return;
}
//BG4HOFS
case 0x2113: {
bg4.regs.hoffset = (data << 8) | (regs.bgofs_latchdata & ~7) | ((bg4.regs.hoffset >> 8) & 7);
regs.bgofs_latchdata = data;
return;
}
//BG4VOFS
case 0x2114: {
bg4.regs.voffset = (data << 8) | regs.bgofs_latchdata;
regs.bgofs_latchdata = data;
return;
}
//VMAIN
case 0x2115: {
regs.vram_incmode = data & 0x80;
regs.vram_mapping = (data >> 2) & 3;
switch(data & 3) {
case 0: regs.vram_incsize = 1; break;
case 1: regs.vram_incsize = 32; break;
case 2: regs.vram_incsize = 128; break;
case 3: regs.vram_incsize = 128; break;
}
return;
}
//VMADDL
case 0x2116: {
regs.vram_addr &= 0xff00;
regs.vram_addr |= (data << 0);
uint16 addr = getVramAddress();
regs.vram_readbuffer = vramRead(addr + 0) << 0;
regs.vram_readbuffer |= vramRead(addr + 1) << 8;
return;
}
//VMADDH
case 0x2117: {
regs.vram_addr &= 0x00ff;
regs.vram_addr |= (data << 8);
uint16 addr = getVramAddress();
regs.vram_readbuffer = vramRead(addr + 0) << 0;
regs.vram_readbuffer |= vramRead(addr + 1) << 8;
return;
}
//VMDATAL
case 0x2118: {
uint16 addr = getVramAddress() + 0;
vramWrite(addr, data);
if(regs.vram_incmode == 0) regs.vram_addr += regs.vram_incsize;
return;
}
//VMDATAH
case 0x2119: {
uint16 addr = getVramAddress() + 1;
vramWrite(addr, data);
if(regs.vram_incmode == 1) regs.vram_addr += regs.vram_incsize;
return;
}
//M7SEL
case 0x211a: {
regs.mode7_repeat = (data >> 6) & 3;
regs.mode7_vflip = data & 0x02;
regs.mode7_hflip = data & 0x01;
return;
}
//M7A
case 0x211b: {
regs.m7a = (data << 8) | regs.mode7_latchdata;
regs.mode7_latchdata = data;
return;
}
//M7B
case 0x211c: {
regs.m7b = (data << 8) | regs.mode7_latchdata;
regs.mode7_latchdata = data;
return;
}
//M7C
case 0x211d: {
regs.m7c = (data << 8) | regs.mode7_latchdata;
regs.mode7_latchdata = data;
return;
}
//M7D
case 0x211e: {
regs.m7d = (data << 8) | regs.mode7_latchdata;
regs.mode7_latchdata = data;
return;
}
//M7X
case 0x211f: {
regs.m7x = (data << 8) | regs.mode7_latchdata;
regs.mode7_latchdata = data;
return;
}
//M7Y
case 0x2120: {
regs.m7y = (data << 8) | regs.mode7_latchdata;
regs.mode7_latchdata = data;
return;
}
//CGADD
case 0x2121: {
regs.cgram_addr = data << 1;
return;
}
//CGDATA
case 0x2122: {
bool latch = regs.cgram_addr & 1;
uint9 addr = regs.cgram_addr++;
if(!regs.display_disable
&& vcounter() > 0 && vcounter() < vdisp()
&& hcounter() >= 88 && hcounter() < 1096
) addr = regs.cgram_iaddr;
if(latch == 0) {
regs.cgram_latchdata = data;
} else {
cgramWrite((addr & ~1) + 0, regs.cgram_latchdata);
cgramWrite((addr & ~1) + 1, data & 0x7f);
}
return;
}
//W12SEL
case 0x2123: {
window.regs.bg2_two_enable = data & 0x80;
window.regs.bg2_two_invert = data & 0x40;
window.regs.bg2_one_enable = data & 0x20;
window.regs.bg2_one_invert = data & 0x10;
window.regs.bg1_two_enable = data & 0x08;
window.regs.bg1_two_invert = data & 0x04;
window.regs.bg1_one_enable = data & 0x02;
window.regs.bg1_one_invert = data & 0x01;
return;
}
//W34SEL
case 0x2124: {
window.regs.bg4_two_enable = data & 0x80;
window.regs.bg4_two_invert = data & 0x40;
window.regs.bg4_one_enable = data & 0x20;
window.regs.bg4_one_invert = data & 0x10;
window.regs.bg3_two_enable = data & 0x08;
window.regs.bg3_two_invert = data & 0x04;
window.regs.bg3_one_enable = data & 0x02;
window.regs.bg3_one_invert = data & 0x01;
return;
}
//WOBJSEL
case 0x2125: {
window.regs.col_two_enable = data & 0x80;
window.regs.col_two_invert = data & 0x40;
window.regs.col_one_enable = data & 0x20;
window.regs.col_one_invert = data & 0x10;
window.regs.oam_two_enable = data & 0x08;
window.regs.oam_two_invert = data & 0x04;
window.regs.oam_one_enable = data & 0x02;
window.regs.oam_one_invert = data & 0x01;
return;
}
//WH0
case 0x2126: {
window.regs.one_left = data;
return;
}
//WH1
case 0x2127: {
window.regs.one_right = data;
return;
}
//WH2
case 0x2128: {
window.regs.two_left = data;
return;
}
//WH3
case 0x2129: {
window.regs.two_right = data;
return;
}
//WBGLOG
case 0x212a: {
window.regs.bg4_mask = (data >> 6) & 3;
window.regs.bg3_mask = (data >> 4) & 3;
window.regs.bg2_mask = (data >> 2) & 3;
window.regs.bg1_mask = (data >> 0) & 3;
return;
}
//WOBJLOG
case 0x212b: {
window.regs.col_mask = (data >> 2) & 3;
window.regs.oam_mask = (data >> 0) & 3;
return;
}
//TM
case 0x212c: {
sprite.regs.main_enable = data & 0x10;
bg4.regs.main_enable = data & 0x08;
bg3.regs.main_enable = data & 0x04;
bg2.regs.main_enable = data & 0x02;
bg1.regs.main_enable = data & 0x01;
return;
}
//TS
case 0x212d: {
sprite.regs.sub_enable = data & 0x10;
bg4.regs.sub_enable = data & 0x08;
bg3.regs.sub_enable = data & 0x04;
bg2.regs.sub_enable = data & 0x02;
bg1.regs.sub_enable = data & 0x01;
return;
}
//TMW
case 0x212e: {
window.regs.oam_main_enable = data & 0x10;
window.regs.bg4_main_enable = data & 0x08;
window.regs.bg3_main_enable = data & 0x04;
window.regs.bg2_main_enable = data & 0x02;
window.regs.bg1_main_enable = data & 0x01;
return;
}
//TSW
case 0x212f: {
window.regs.oam_sub_enable = data & 0x10;
window.regs.bg4_sub_enable = data & 0x08;
window.regs.bg3_sub_enable = data & 0x04;
window.regs.bg2_sub_enable = data & 0x02;
window.regs.bg1_sub_enable = data & 0x01;
return;
}
//CGWSEL
case 0x2130: {
window.regs.col_main_mask = (data >> 6) & 3;
window.regs.col_sub_mask = (data >> 4) & 3;
screen.regs.addsub_mode = data & 0x02;
screen.regs.direct_color = data & 0x01;
return;
}
//CGADDSUB
case 0x2131: {
screen.regs.color_mode = data & 0x80;
screen.regs.color_halve = data & 0x40;
screen.regs.back_color_enable = data & 0x20;
screen.regs.oam_color_enable = data & 0x10;
screen.regs.bg4_color_enable = data & 0x08;
screen.regs.bg3_color_enable = data & 0x04;
screen.regs.bg2_color_enable = data & 0x02;
screen.regs.bg1_color_enable = data & 0x01;
return;
}
//COLDATA
case 0x2132: {
if(data & 0x80) screen.regs.color_b = data & 0x1f;
if(data & 0x40) screen.regs.color_g = data & 0x1f;
if(data & 0x20) screen.regs.color_r = data & 0x1f;
return;
}
//SETINI
case 0x2133: {
regs.mode7_extbg = data & 0x40;
regs.pseudo_hires = data & 0x08;
regs.overscan = data & 0x04;
sprite.regs.interlace = data & 0x02;
regs.interlace = data & 0x01;
updateVideoMode();
return;
}
}
}
auto PPU::latchCounters() -> void {
cpu.synchronizePPU();
regs.hcounter = hdot();
regs.vcounter = vcounter();
regs.counters_latched = true;
}
auto PPU::updateVideoMode() -> void {
switch(regs.bgmode) {
case 0:
bg1.regs.mode = Background::Mode::BPP2; bg1.regs.priority0 = 8; bg1.regs.priority1 = 11;
bg2.regs.mode = Background::Mode::BPP2; bg2.regs.priority0 = 7; bg2.regs.priority1 = 10;
bg3.regs.mode = Background::Mode::BPP2; bg3.regs.priority0 = 2; bg3.regs.priority1 = 5;
bg4.regs.mode = Background::Mode::BPP2; bg4.regs.priority0 = 1; bg4.regs.priority1 = 4;
sprite.regs.priority0 = 3; sprite.regs.priority1 = 6; sprite.regs.priority2 = 9; sprite.regs.priority3 = 12;
break;
case 1:
bg1.regs.mode = Background::Mode::BPP4;
bg2.regs.mode = Background::Mode::BPP4;
bg3.regs.mode = Background::Mode::BPP2;
bg4.regs.mode = Background::Mode::Inactive;
if(regs.bg3_priority) {
bg1.regs.priority0 = 5; bg1.regs.priority1 = 8;
bg2.regs.priority0 = 4; bg2.regs.priority1 = 7;
bg3.regs.priority0 = 1; bg3.regs.priority1 = 10;
sprite.regs.priority0 = 2; sprite.regs.priority1 = 3; sprite.regs.priority2 = 6; sprite.regs.priority3 = 9;
} else {
bg1.regs.priority0 = 6; bg1.regs.priority1 = 9;
bg2.regs.priority0 = 5; bg2.regs.priority1 = 8;
bg3.regs.priority0 = 1; bg3.regs.priority1 = 3;
sprite.regs.priority0 = 2; sprite.regs.priority1 = 4; sprite.regs.priority2 = 7; sprite.regs.priority3 = 10;
}
break;
case 2:
bg1.regs.mode = Background::Mode::BPP4;
bg2.regs.mode = Background::Mode::BPP4;
bg3.regs.mode = Background::Mode::Inactive;
bg4.regs.mode = Background::Mode::Inactive;
bg1.regs.priority0 = 3; bg1.regs.priority1 = 7;
bg2.regs.priority0 = 1; bg2.regs.priority1 = 5;
sprite.regs.priority0 = 2; sprite.regs.priority1 = 4; sprite.regs.priority2 = 6; sprite.regs.priority3 = 8;
break;
case 3:
bg1.regs.mode = Background::Mode::BPP8;
bg2.regs.mode = Background::Mode::BPP4;
bg3.regs.mode = Background::Mode::Inactive;
bg4.regs.mode = Background::Mode::Inactive;
bg1.regs.priority0 = 3; bg1.regs.priority1 = 7;
bg2.regs.priority0 = 1; bg2.regs.priority1 = 5;
sprite.regs.priority0 = 2; sprite.regs.priority1 = 4; sprite.regs.priority2 = 6; sprite.regs.priority3 = 8;
break;
case 4:
bg1.regs.mode = Background::Mode::BPP8;
bg2.regs.mode = Background::Mode::BPP2;
bg3.regs.mode = Background::Mode::Inactive;
bg4.regs.mode = Background::Mode::Inactive;
bg1.regs.priority0 = 3; bg1.regs.priority1 = 7;
bg2.regs.priority0 = 1; bg2.regs.priority1 = 5;
sprite.regs.priority0 = 2; sprite.regs.priority1 = 4; sprite.regs.priority2 = 6; sprite.regs.priority3 = 8;
break;
case 5:
bg1.regs.mode = Background::Mode::BPP4;
bg2.regs.mode = Background::Mode::BPP2;
bg3.regs.mode = Background::Mode::Inactive;
bg4.regs.mode = Background::Mode::Inactive;
bg1.regs.priority0 = 3; bg1.regs.priority1 = 7;
bg2.regs.priority0 = 1; bg2.regs.priority1 = 5;
sprite.regs.priority0 = 2; sprite.regs.priority1 = 4; sprite.regs.priority2 = 6; sprite.regs.priority3 = 8;
break;
case 6:
bg1.regs.mode = Background::Mode::BPP4;
bg2.regs.mode = Background::Mode::Inactive;
bg3.regs.mode = Background::Mode::Inactive;
bg4.regs.mode = Background::Mode::Inactive;
bg1.regs.priority0 = 2; bg1.regs.priority1 = 5;
sprite.regs.priority0 = 1; sprite.regs.priority1 = 3; sprite.regs.priority2 = 4; sprite.regs.priority3 = 6;
break;
case 7:
if(regs.mode7_extbg == false) {
bg1.regs.mode = Background::Mode::Mode7;
bg2.regs.mode = Background::Mode::Inactive;
bg3.regs.mode = Background::Mode::Inactive;
bg4.regs.mode = Background::Mode::Inactive;
bg1.regs.priority0 = 2; bg1.regs.priority1 = 2;
sprite.regs.priority0 = 1; sprite.regs.priority1 = 3; sprite.regs.priority2 = 4; sprite.regs.priority3 = 5;
} else {
bg1.regs.mode = Background::Mode::Mode7;
bg2.regs.mode = Background::Mode::Mode7;
bg3.regs.mode = Background::Mode::Inactive;
bg4.regs.mode = Background::Mode::Inactive;
bg1.regs.priority0 = 3; bg1.regs.priority1 = 3;
bg2.regs.priority0 = 1; bg2.regs.priority1 = 5;
sprite.regs.priority0 = 2; sprite.regs.priority1 = 4; sprite.regs.priority2 = 6; sprite.regs.priority3 = 7;
}
break;
}
}